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Nielsen Releases Unprecedented Insights On Esports Fan Attitudes And Behaviors Leveraging Twitch Data

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Nielsen Releases Unprecedented Insights On Esports Fan Attitudes And Behaviors Leveraging Twitch DataReading Time: 3 minutes

 

New research details audience behavior across biggest esports titles and tournaments

 

Nielsen (NYSE:NLSN) announced an in-depth, first of its kind research study of esports fan attitudes and behaviors in the U.S. to feature data from Twitch, the leading service and community for multiplayer entertainment. Nielsen combined survey-based attitudes and preference data with Twitch viewership and behavior data from more than 2,000 U.S. esports fans who viewed esports content related to major titles like League of Legends, Overwatch League, Fortnite, and more over the past year.

The result of this Nielsen and Twitch Esports Fan research study is a set of rich data that marketers, rights holders and esports organizations can use to unlock the value of Twitch’s audience at a detailed level. The data will guide those looking to make informed decisions for investments, sponsorship and advertising, as well as help esports organizations effectively demonstrate the unique value their audience brings to the industry.

Some of the high level insights from the Nielsen Esports study of the Twitch U.S. esports audience include:

  • Twitch esports fans are well-seasoned with nearly 60% following esports for four or more years. In contrast, among the broader U.S. esports audience, only 1 in 5 have been following this long, with 23% new to esports within the past year.
  • 50% of Twitch esports fans have a paid TV subscription service; less than 40% claim to view television on a weekly basis.
  • 90% of Twitch esports fans can recall at least one non-gaming related sponsor within esports.
  • Esports fans are more likely to spend time engaging with esports over traditional sports – Twitch fans significantly so, with 70% dedicating more time to esports than traditional.
  • Over 60% of Twitch esports fans engage with gaming personalities on a daily basis, and nearly one in three viewed at least five hours of live Fortnite video content on Twitch in the past year.

“As we continue to support our esports clients, a common theme has been their need for an even more detailed view of the esports audience to support data-driven business decisions,” said Nicole Pike, Managing Director, Nielsen Esports. “At Nielsen, we know the power of viewership and how it can enrich an already valuable data set like our Fan Insights work. Given Twitch’s depth of content and reach across esports properties, we are thrilled to have the opportunity to work with them since this marks a natural evolution for our annual research.”

“Twitch caters to the many interests of gamers with esports among the more popular types of entertainment we offer,” said Andrea Garabedian, VP, Advertiser Marketing, Twitch. “By providing Nielsen with an opportunity to survey our community, they were able to surface data that reflects the passionate nature of our esports fans. Based on the amount of time these gamers spend on our service and their familiarity with the scene, from the games to the sponsors, it is clear that Twitch represents an ideal destination for brands trying to connect with this audience.”

Nielsen collected the Twitch Esports Fan data via an online survey deployed among a representative group of U.S.-based users from the Twitch Research Power Group (RPG). The Twitch RPG is Twitch’s proprietary panel comprised of over 50,000 Twitch viewers and allows the brand to instantly tap into the pulse of its community. Members of the Twitch RPG who opted into the survey ranged from ages 18-40. Along with the survey invitation, Twitch shared anonymized behavioral viewership data from survey respondents across top esports leagues/tournaments and 20 different game titles.

Nielsen will incorporate key findings into its annual Nielsen Esports Report for the U.S. market, as well as leverage the data for consulting services. The data from this landmark research are currently available in the form of syndicated or custom analysis in addition to Nielsen’s survey results among the broader esports fan base in the U.S. plus 10 other global markets. To discuss options and pricing, send inquiries to [email protected] with the subject line “Esports Data.”

 

ABOUT NIELSEN:
Nielsen Holdings plc (NYSE: NLSN) is a global measurement and data analytics company that provides the most complete and trusted view available of consumers and markets worldwide. Our approach marries proprietary Nielsen data with other data sources to help clients around the world understand what’s happening now, what’s happening next, and how to best act on this knowledge. For more than 90 years Nielsen has provided data and analytics based on scientific rigor and innovation, continually developing new ways to answer the most important questions facing the media, advertising, retail and fast-moving consumer goods industries. An S&P 500 company, Nielsen has operations in over 100 countries, covering more than 90% of the world’s population. For more information, visitwww.nielsen.com.

 

Source: Nielsen Holdings plc


Source: Latest News on European Gaming Media Network

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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CS:GO Betting Gains Momentum in the iGaming Sector

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The emergence of betting on CS:GO has transitioned from a niche market to a considerable portion of the iGaming market. This article looks at the reasons behind the growth, the most popular formats, trends, demographics, geography, and implications for the market. Based on estimates from Esports Insider, the betting market was valued at US$2.5 billion in 2024 and is expected to reach US$2.8 billion by the end of 2025, highlighting the growth of betting in competitive gaming.

The scope of wagering on competitive shooter titles like CS:GO has shifted from informal betting between individuals to sophisticated betting systems involving wagering virtual items, live match bets, and case opening.

The convergence of high-visibility esports, interactive and gambling mechanics, and real-world value gambling items has developed a strong sub-market in the iGaming market, examined in this article.

 

The Rise of CS:GO Gambling Across Platforms

As central hubs for wagering activities on CS:GO skins and other virtual items, leading CS2 gambling sites have become increasingly popular. Users deposit in-game assets, open cases, and bet on matches or games involving items. The business model is based on converting digital items into gambling entries and completing rapid, high-volume transactions.

For February 2025, a UK Gov.uk review reported 6.9 million unique visits to skins gambling sites worldwide, with 44.9 per cent of the audience in the 18 to 24 age bracket. Members of the 11 to 14 age group were more than twice as likely to participate in skins gambling as those aged 22 to 24.

For analysts, this is proof of the rapidly expanding gambling ecosystem centered on CS: GO and the increasing interest it is attracting from mainstream iGaming operators and affiliates.

The gambling and betting industry has also noted this expansion. Esports Insider place the 2024 esports-betting market at 2.5 billion USD, with projections for the end of 2025 sitting at 2.8 billion USD, confirming that the industry is moving from niche wagering into more mainstream betting.

How Player Engagement is Driving Industry Growth

Players are no longer limited to betting on the outcome of a game; they now participate in the more immersive experiences of skins and case openings and even event mini games. As of late, almost fifty per cent of bets placed on esports are in-play as the streams are ongoing.

The excitement in skin gambling is derived from the thrill of trying to acquire scarce game elements, where the high and the low are strikingly similar to casino games. The above-mentioned review from Gov.uk shows a disproportionate capture of the under-18 audience, where engagement is particularly high and entrenched in behaviours that are predicting gambling.

Participatory growth contributes to turnover, increased market share, and the capture of advertisers and affiliates. We are beginning to see affiliates take a more product-focused approach as high engagement and growth of user bases are influencing design.

Emerging Trends in Virtual Item Wagering

Several trends are changing the nature of gambling with virtual items. Analysts share that the first of such trends is the acceptance of skins and other game elements as a quasi-currency wherein the buying, selling, and wagering of such items have real-world gambling implications.

Hybrid formats other than traditional match betting continue to grow in popularity. These formats primarily rely on chance and are more akin to traditional casino games than sports betting and include case openings, coin flips, crash games, and jackpot games.

Per a regulatory review, the skins-gambling platforms are designed with weak age-gating and responsible gambling controls. These platforms are largely accessed by adolescents, and users exhibit behaviours that are consistent with traditional gambling.

Analysts suggest that operators on these platforms are adopting new trends which include mobile-first interface designs, live micro-betting, skin deposit methods, and cross-platform marketing. The use of these features suggests that betting on virtual items has become part of the mainstream wagering practices in the esports ecosystem.

Partnerships and Market Expansion in iGaming

Partnerships for market expansion between operators, esports organisations, streaming platforms, and item marketplaces are key developments in the gambling market.

Industry sources from the likes of SiegeGG and Bookmaker expert report that operators use strategic partnerships with content creators and esports teams to promote visibility for skin betting and wagering software. Operators are going beyond traditional sports betting and incorporating skin commerce, live-streaming, and cross-platform inventory management.

On the affiliate side, those who understand gamer behavior and the content distribution and inventory flow ecosystems will have better opportunities to capture and retain users.

 

Looking Ahead

With the recent expansion of CS:GO wagering, it has become a substantial sub-segment of the iGaming industry. Industry forecasts show revenue growth and greater engagement, indicating strong momentum.

However, the potential for success hinges on effective risk management, respect for the relevant regulation, and a command of the virtual item economy.

Analysts explain that operators need to find the balance between growth-led product design and the obligations of player protection, while affiliates need to master the skin wagering mechanics, cross-platform engagement patterns, and promotion accountability.

Investors will want to understand the market potential in the context of legal, operational, and demographic factors that will influence wagering activity.

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PH 3RD QUARTER GGR FLAT AT PHP94.51B AMID ONLINE GAMING REFORMS

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The Philippine gaming industry posted Php94.51 billion in gross gaming revenues (GGR) in the third quarter of 2025, a slight dip from the Php94.61 billion a year earlier as the industry adjusts to online reforms and tighter rules on digital payments.

The Philippine Amusement and Gaming Corporation (PAGCOR) said the Electronic Games (E-Games) segment remained the strongest performer, rising 17.4% to Php41.95 billion from Php35.71 billion year-on-year.

PAGCOR Chairman and CEO Alejandro H. Tengco noted, however, that the E-Games growth was mainly due to strong July 2025 numbers as revenues in August and September declined following the mandatory delinking of e-wallets from legitimate gaming platforms.

“The figures reflect an industry that is adjusting to necessary safeguards,” he said. “The delinking of e-wallets resulted in a short-term decline in activity toward the latter part of the quarter,” he said. “However, these measures are vital to protect players and ensure secure, transparent transactions.”

He also cautioned that while legitimate operators strictly comply with the new rules, illegal online gaming sites continue to expand aggressively, putting players at risk.

“These unauthorized platforms do not follow responsible gaming standards, do not pay taxes, and put players at risk of data theft and fraud,” Mr. Tengco said. “We urge the public to avoid illegal sites and to engage only with PAGCOR-licensed platforms.”

Outside of E-Games, all other gaming segments registered lower earnings during the third quarter.

PAGCOR-operated casinos recorded an 11.6% decline from Php3.64 billion to Php3.22 billion, while licensed casinos fell 10.2% from Php50.72 billion to Php45.56 billion. Bingo revenues likewise slid 16.2% from Php4.52 billion to Php3.79 billion.

In terms of GGR share, PAGCOR-operated gaming venues generated 3.4% of the GGR pie while licensed casinos brought in 48.2%. E-Games contributed 44.4% and bingo operations accounted for 4% of GGR during the quarter in review.

Despite the downward trend in some gaming segments and adjustments in the online digital payment ecosystem, Mr. Tengco expressed confidence that the industry would regain momentum as players adapt to new e-wallet protocols while authorities strengthen enforcement measures against illegal gambling portals.

 

The post PH 3RD QUARTER GGR FLAT AT PHP94.51B AMID ONLINE GAMING REFORMS appeared first on European Gaming Industry News.

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Kambi Group plc’s CEO Werner Becher acquires shares in Kambi

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Kambi today announces that CEO Werner Becher acquired 28,360 shares in Kambi on 7 November 2025.

Werner Becher has on 7 November 2025, through his associated company WBCH Invest Ltd, acquired 28,360 shares in Kambi. The average price for the transaction was SEK 114.24 and the total value was SEK 3,239,846.

Following the transaction, Werner Becher holds a total of 98,360 shares, equal to 0.33% of the total share capital, and 279,724 options in the company.

The transaction was reported to the Malta Financial Services Authority on 10 November.

The post Kambi Group plc’s CEO Werner Becher acquires shares in Kambi appeared first on European Gaming Industry News.

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